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Artykuły w czasopismach na temat "Animation"

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Azad oğlu Aslanov, Rəşid. "Management of animation in tourism". SCIENTIFIC WORK 65, nr 04 (21.04.2021): 151–53. http://dx.doi.org/10.36719/2663-4619/65/151-153.

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Animation is a Latin word meaning animation in our language. It is taken from the French word "Anime" and is located in our language. In French, the word "anime" means animation. Animation generally involves all animation systems. Even the animation of an animal by a group of actors on the stage is a form of animation. Computer-generated cartoons, etc. animations are also called animations. Today such animations are used for television and cinema. If we want to look for animation as a paragraph, we should look for it in the section "Entertainment services in tourism". In order to ensure that tourists have a good time and increase the demand for work, great efforts are made to use all the animations as a result. Any entertainment, to present an interesting program, is a set of all activities aimed at activating guests, that is, all animation activities. "Animator" is used in the sense of a person who animates, performs and moves. Animation has emerged as a social phenomenon. Since primitive communities, animations have been used in various ceremonies. Animations made using face painting, masks and accessories are still very common. It has become an indispensable element of gatherings and events. Although it has undergone certain changes over time, animation is a social activity that retains all the animating power it seeks to convey to people. Key words: animation, animation in tourism, tourism, management
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Putri, Annisa Rizkiana, Seta Murdha Pamungkas, Ikhwata Andy Pratama, Naila Nahdiyah, Cahya Wulandari, Juniardi Nur Fadilah i Fresy Nugroho. "Pembuatan Simulasi Perang Zaman Pertengahan dengan Metode Pose to Pose Menggunakan Software Blender". JISKA (Jurnal Informatika Sunan Kalijaga) 6, nr 1 (20.01.2021): 1–8. http://dx.doi.org/10.14421/jiska.2021.61-01.

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The animating process is a process in making animation. Many animations seem less clear in delivering messages to the audience. This is because the images and motion of the animation are less real. In making animations, methods are needed to produce quality movements. The method of making animated motions varies depending on the animation pattern you want to create. This research will discuss the Pose to Pose method and will be implemented in the process of making 3D animation that tells the second crusade. The process of warfare involving many people will be in this animation. This method is used in basic human movements in the story. So that the animation looks more real. In making this animation utilizing Blender software starting from the initial stage of manufacture to completion.
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Huang, Zhihong. "Overview of the application of artificial intelligence in computer animation". Applied and Computational Engineering 40, nr 1 (21.02.2024): 1–6. http://dx.doi.org/10.54254/2755-2721/40/20230620.

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With the flourishing development of artificial intelligence and computer animation technologies, there has been an increasing intersection between these two. In the field of computer animation, the use of artificial intelligence significantly reduces the difficulties in design, production, and post-production processes, which has a massive impact on the entire field. The paper attempts to discuss the relationship between artificial intelligence and computer animation. Not only does the paper elaborate on the related applications of artificial intelligence in various subfields of computer animation, but it also analyzes existing problems and future development trends. The research indicates that AI has achieved significant breakthroughs in computer animation, such as auto-generation of animations, real-time character driving, and emotionally responsive animation creation. However, it also faces challenges like handling interactions in complex scenarios, maintaining realism, and animating high-level abstract concepts. Despite these challenges, it is believed that in the future, AI will further propel the development of computer animation, aiding creators in producing animations that are more vibrant, intricate, and personalized.
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Shakir, Samia, i Ali Al-Azza. "Facial Modelling and Animation: An Overview of The State-of-The Art". Iraqi Journal for Electrical and Electronic Engineering 18, nr 1 (24.11.2021): 28–37. http://dx.doi.org/10.37917/ijeee.18.1.4.

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Animating human face presents interesting challenges because of its familiarity as the face is the part utilized to recognize individuals. This paper reviewed the approaches used in facial modeling and animation and described their strengths and weaknesses. Realistic face animation of computer graphic models of human faces can be hard to achieve as a result of the many details that should be approximated in producing realistic facial expressions. Many methods have been researched to create more and more accurate animations that can efficiently represent human faces. We described the techniques that have been utilized to produce realistic facial animation. In this survey, we roughly categorized the facial modeling and animation approach into the following classes: blendshape or shape interpolation, parameterizations, facial action coding system-based approaches, moving pictures experts group-4 facial animation, physics-based muscle modeling, performance driven facial animation, visual speech animation.
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Mateja, Deborah, Rebecca Armbruster, Jonathan Baumert, Tim Bleil, Jakob Langenbahn, Jan Christian Schwedhelm, Sarah Sester i Armin Heinzl. "AnimateSVG: Autonomous Creation and Aesthetics Evaluation of Scalable Vector Graphics Animations for the Case of Brand Logos". Proceedings of the AAAI Conference on Artificial Intelligence 37, nr 13 (26.06.2023): 15710–16. http://dx.doi.org/10.1609/aaai.v37i13.26864.

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In the light of the constant battle for attention on digital media, animating digital content plays an increasing role in modern graphic design. In this study, we use artificial intelligence methods to create aesthetic animations along the case of brand logos. With scalable vector graphics as the standard format in modern graphic design, we develop an autonomous end-to-end method using complex machine learning techniques to create brand logo animations as scalable vector graphics from scratch. We acquire data and setup a comprehensive animation space to create novel animations and evaluate them based on their aesthetics. We propose and compare two alternative computational models for automated logo animation and carefully weigh up their idiosyncrasies: on the one hand, we set up an aesthetics evaluation model to train an animation generator and, on the other hand, we combine tree ensembles with global optimization. Indeed, our proposed methods are capable of creating aesthetic logo animations, receiving an average rating of ‘good’ from observers.
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Tabiszewski, Marek. "comparative analysis of transitions generated using the Unity game development platform". Journal of Computer Sciences Institute 30 (20.03.2024): 47–52. http://dx.doi.org/10.35784/jcsi.5442.

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This paper conducts a comparative analysis of transitions generated using the Unity engine. It selects fifteen animations featuring a humanoid character, introduces breaks in marker trajectories, and fills them with transitions generated by the game engine's animator. These transitions are then compared with the unmodified original character animation. The study compares animations by calculating the average deviation in bone rotation and position between the original and generated motion throughout the animation. The results show that the Unity engine excels in generating transitions for slow animations involving the lower body limbs, with the largest errors occurring in the bones at the extremities of the limbs.
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Wijanarko, Andang. "Implementasi Prinsip Animasi Straight Ahead Action pada Karakter Hewan Berbasis Animasi 2D". JAMI: Jurnal Ahli Muda Indonesia 1, nr 1 (9.06.2020): 73–84. http://dx.doi.org/10.46510/jami.v1i1.20.

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Abstrak Objective. Rangkaian gerak animasi diwujudkan kedalam karakter-karakter animasi yang biasa dijumpai dalam bentuk apapun. Seorang animator harus memahami prinsip-prinsip dasar dan teknik-teknik tertentu dalam proses animasi sehingga karakter animasi yang dihasilkan memiliki kualitas gerak yang indah dan menarik. Penelitian ini membahas tentang salah satu metode atau prinsip animasi straight ahead action untuk menciptakan gerakan animasi hewan yang detail dan halus. Gerakan yang telah ditentukan untuk karakter hewan antara lain gerakan melompat, berlari, dan gerakan kepala dengan menggunakan karakter hewan kelinci. Materials and Methods. Metode straight ahead action digunakan untuk membuat dan menciptakan gerakan animasi dengan cara menggambar satu per satu (frame by frame) dari awal sampai akhir adegan oleh seorang animator. Perancangan animasi terdiri dari tiga tahap mulai dari pra produksi, produksi, dan pasca produksi, serta menggunakan aplikasi Adobe Animate CC 2018 untuk pembuatan objek animasi 2D. Results. Penelitian ini berhasil menerapkan gerakan animasi hewan dengan gerakan melompat, berlari dan menggerakkan kepala dengan menggunakan prinsip animasi straight ahead action dengan hasil animasi yang detail dan halus. Conclusion. Penelitian ini menghasilkan video animasi karakter hewan berbasis animasi 2D dengan kualitas gerakan animasi yang detail dan halus karena menerapkan prinsip animasi straight ahead action untuk seluruh proses animating-nya. Abstrak Objective. Animated movements are manifested into animated characters that are usually found in any form. An animator must understand the basic principles and certain techniques in the animating process so that the animated characters produce beautiful and interesting motion qualities. This research discusses the implementation of the principle of straight ahead action animation to create detailed and smooth animation movements. Materials and Methods. The straight ahead action method is used to make animated movements by drawing one by one (frame by frame) from the beginning to the end of the scene by an animator. The discussion of the method is carried out by implementing the movements of animals running, jumping, and moving the head, also using Adobe Animate CC 2018 for creating 2D animated objects. The design of animation consists of three stages starting from pre-production, production, and post-production. Results. This research succeeded in applying animal animation with jumping, running and moving the head using the principle of straight ahead action animation with detailed and smooth animation results. Conclusion. This research produces an animated video character of 2D-based animal animation with a detailed and smooth motion animation quality because it applies the principle of straight ahead action animation for the entire animating process.
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Tao, Yijun, i Weilin He. "Application of Fragmented Narrative in MG Music Animation—Taking Incognito as An Example". Tobacco Regulatory Science 7, nr 5 (30.09.2021): 3612–20. http://dx.doi.org/10.18001/trs.7.5.1.137.

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Fragmented narrative has the characteristics of postmodernism: no center, no depth, entertaining, and deconstructionist-center. It intersperses with the shots of text and pictures to change from montage to collage, which subverts the traditional audiovisual language with a strong personality. However, although the music animation video has a lot to express, the short length limits the expression’s completeness. Therefore, it is necessary to express the key points through a fragmented narrative, while the combination of fragmented information can engage the audience. Music animation, more conducive to publicity, combines short music videos and animations. It supplements the content that music cannot express with images. Incognito is an MG music animation produced around cyber-violence, which drives the picture narrative fragmentation with that of the music narrative by organizing the pictures around the music. Meanwhile, the animation produced in MG format adopts MG animation’s flexibility, bringing new audiovisual enjoyment to the audience.
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Qiu, Shanhui. "Generative AI Processes for 2D Platformer Game Character Design and Animation". Lecture Notes in Education Psychology and Public Media 29, nr 1 (7.12.2023): 146–60. http://dx.doi.org/10.54254/2753-7048/29/20231440.

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AI has the potential to revolutionize the time-consuming and technically complex process of 2D animation production. This paper specifically focuses on creating 2D character animations for platformer games using AI. While AI has made significant contributions to video animations, its application in 2D gaming animation is largely unexplored. Existing AI applications for animation mostly target video animations and lack effective control over randomness. Therefore, this paper explores the role of generative AI in 2D gaming animation, from character design to full animation. Software tools like ChatGPT, Midjourney, Stable Diffusion, and Unity are used to streamline the production process. The research aims to investigate the feasibility and potential of generative AI, with a focus on controlling randomness. By leveraging the unique features of each software, the study aims to enhance the production of 2D game animations. The final output will be an animated character in the Idle state, showcasing the potential of generative AI in 2D gaming animation.
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Stith, Bradley J. "Use of Animation in Teaching Cell Biology". Cell Biology Education 3, nr 3 (wrzesień 2004): 181–88. http://dx.doi.org/10.1187/cbe.03-10-0018.

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To address the different learning styles of students, and because students can access animation from off-campus computers, the use of digital animation in teaching cell biology has become increasingly popular. Sample processes from cell biology that are more clearly presented in animation than in static illustrations are identified. The value of animation is evaluated on whether the process being taught involves motion, cellular location, or sequential order of numerous events. Computer programs for developing animation and animations associated with cell biology textbooks are reviewed, and links to specific examples of animation are given. Finally, future teaching tools for all fields of biology will increasingly benefit from an expansion of animation to the use of simulation. One purpose of this review is to encourage the widespread use of animations in biology teaching by discussing the nature of digital animation.
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Rozprawy doktorskie na temat "Animation"

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Knoell, Tiffany L. "Animating America: Warner Bros. Animation During the Depression". Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1331398666.

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Marcusson, Oscar. "Algoritmiska Animationer : En studie av automatisering av animation". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16560.

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Att utveckla 3D-animeringar till dataspel är kostsamt eftersom det tar mycket tid och resurser för att uppnå den kvalitet som dagens spelare kräver. För att både spara arbetstid och göra det lättare för ovana animatörer att skapa animationer av tillräckligt hög kvalitet undersöker detta arbete hur ett verktyg för regelbaserad procedurell animering kan utformas, vad spelare anser om resultatet och vad utvecklare anser om både resultat och användning. För att testa detta skapades en artefakt (ett rymdspel) bestående av 3D-modeller och programmering (C# i Unity) av script, API, klasser och metoder. Arte­fakten animerar procedurellt utifrån algoritmer baserade på variabler. Utvärderingen av artefakten genomfördes med stöd av funktionsprotokoll, enkät och intervjuer. Slutsatsen är att regelbaserad procedurell animering är användbar för mekaniska delar utifrån synpunkter från dataspelsutvecklare och spelare. Framtida arbete kan bestå av en utökad undersökning med fler respondenter, tillförande av ett grafiskt gränssnitt, produktutveckling tillsammans med företag, skapande av fler verktyg och användade av AI.
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Jones, Timothy. "Animating community : reflexivity and identity in Indian animation production culture". Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53461/.

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Animating Community examines the cultural practices of animators in India, and particularly the role of practitioner testimony in conceiving and negotiating social structures underpinning the nascent Indian animation industry. Recognizing a tendency in practitioner accounts towards theorization of contested industrial discourses, this research takes as its object the reflexive practice of animators in trade texts and interviews. These reveal how local practitioners understand production culture as an emergent phenomenon, resulting from learned processes of negotiation and collective action. However, practitioner testimony also reflects dramatically different degrees of agency in cultural production and discourse. Focusing on the identity work of diverse creative professionals – corporate elites, freelancers, teachers, and students – reveals underlying tensions between global industrial constraints and local social capital. Based on discursive analysis of testimony, this thesis asks how Indian animation practitioners conceive of their creative activity and identity in relation to negotiating a culture of animation production, and how the shared discourses and modes of engagement that result both shape and are shaped by institutional structures. These questions are addressed through practitioner accounts in three sectors of Indian animation: first, the context of production – considering large outsourcing firms and smaller studios; second, the provision of education – instruction in skills and social norms supplied by the public and private sectors; and third, the creation of dedicated community structures – professional organizations and trade information networks. Animating Community is most interested in how local media professionals articulate different discourses from aesthetic to economic value in order to approach an imagined sense of cultural identity. This sheds light on the way practitioners make sense of their creative and professional worlds. Ultimately, the conclusions offered in this project argue for a more nuanced conception of the relationship between critical practice and creative labour, and greater understanding of the different contexts where this may emerge.
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Pappas, Michael A. "Experimental animation". Virtual Press, 1994. http://liblink.bsu.edu/uhtbin/catkey/917014.

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The primary objective of this creative project was to explore and analyze the centuries old technique of animation. The investigation of the material included both text and also visual material such as existing films, videos and interviews.This body of work consisted of a variety of animation techniques combined into one film, a zoetrope with five hand-drawn strips and various forms of merchandise (stickers, bumper stickers and a t-shirt) based on the animation.The goal for this project was to convey the idea that animation is an unlimited field that is always open to new and exciting innovations. The author wanted to express the technique, rather than a plot or some concept to the viewer, with the intent that the viewer will be inspired to also experiment with animation.
Department of Art
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MAGALHAES, MARCOS AMARANTE DE ALMEIDA. "SPONTANEOUS ANIMATION". PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2004. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=5561@1.

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O trabalho procura definir o processo de criação de uma animação cinematográfica dentro de sua natureza espontânea e intuitiva, nem sempre decorrente de deduções racionais. Os campos da Animação e do Design são comparados em suas características holísticas e multidisciplinares, que favorecem o uso e o reconhecimento da intuição em seus processos. A animação é caracterizada como a faculdade humana de analisar e sintetizar movimentos, de existência anterior à invenção do cinema. Técnicas e processos atualmente utilizados na animação são descritos e classificados segundo fontes bibliográficas. A partir destes fundamentos, procura-se definir o termo Animação Espontânea, com o suporte de relatos biográficos de três grandes artistas da animação: Norman McLaren (1914-1987), Fernando Diniz (1918-1999) e Len Lye (1901-1980). São relatadas quatro bem sucedidas iniciativas didáticas em animação: O Animathon (maratona de animação), o Estúdio Aberto do Festival Anima Mundi, o projeto Anima Escola e a Oficina de Modelo Vivo e Animação. Nas considerações finais, conclui-se que a abordagem da animação através de métodos intuitivos e espontâneos facilita e motiva o despertar de uma faculdade ainda pouco conhecida do ser humano: a capacidade de reproduzir e controlar o tempo através de movimentos virtuais.
This work seeks to define the creative process in the cinematographic animation, inside its spontaneous and intuitive nature, not always deriving from rational deductions. Animation and Design are compared in its holistic and multidisciplinary characteristics, which favor the use and acknowledgement of intuition in their processes. Animation is characterized as the human faculty of analysis and synthesis of movements, which has been demonstrated far before the invention of cinema. The techniques and processes presently used in animation are then described and classified according to bibliographic sources. From these fundamentals, a definition for Spontaneous Animation is searched, with the help of the biographical reports on three great masters of animation: Norman McLaren (1914-1987), Fernando Diniz(1918-1999) and Len Lye (1901-1980). Four well succeeded didactic initiatives in animation are described: the Animathon (animation marathon), the Open Studio of the Anima Mundi Festival, the Anima School project and the Life Drawing and Animation Workshop. In the final considerations, conclusion is that the approach of animation through intuitive and spontaneous methods is shown to facilitate and motivate the awakening of a yet little know faculty of the human being: that of being able to reproduce and control time through virtual movements.
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Fraidoon, Noora. "ANIMAtion Studio". Thesis, Virginia Tech, 2014. http://hdl.handle.net/10919/25223.

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Form, space, rhythm, order, symmetry, balance, repetition, proportion and scale are few from a long checklist of principles that, if followed carefully by the designer, will result in "beautiful" architecture, or so I was told. However, what exactly is "beautiful"? In his book "The beautiful necessity" (1910, p.34) Claude Fayette Bragdon suggests that "Beauty is the name we give to truth we cannot understand". This statement implies that there is a hidden quality within each building, or even within each space, a quality that we can sense but cannot make sense of, a quality very similar to having a soul. The soul seems to linger on the threshold that divides two opposite worlds, it is always in-between. Between the dream and the awake, between the physical and the imaginary, between the conscious and the subconscious and between the real and the unreal. In this thesis, the "real" world consists of an animation studio (the program), the studio's staff and visitors, the selected site located in Alexandria, and it is bound by the building methods, materials and codes. The "unreal" world consists of four fictional characters that, assumingly, emerged from my subconscious and who live in a fictional dimension that overlaps ours.   The different encounters within the "real" world and within the "unreal" world, and also the interactions between the "real" and the "unreal" worlds are translated into an architectural language as an attempt to investigate the soul.
Master of Architecture
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Rossouw, Wilan Burger. "Interchanging animation". Diss., University of Pretoria, 2015. http://hdl.handle.net/2263/53341.

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This dissertation is rooted in the premise of stitching together and creating relationships between components and conditions that define a place and its essence. Through architecture, the project focuses on the creation of interconnections between these and subsequent reciprocal complementation and animation. The town of Bela-Bela developed radially around the Warmbaths fountain, which served as the settlement genesis and origin. Due to the water s mystical, mythical and medicinal allure, favourable weather conditions and the serene natural environment, recreational facilities were envisaged and developed here to accommodate the intersection with the water and natural environment enveloping it. The recreational facilities and the town were conceived to be inseparable entities but have evolved to operate independently through privatisation and insulation of the physical and metaphysical nucleus to the place: The central gardens and fountain. The site of investigation is the eastern boundary condition of the Warmbaths Forever Resort. The CBD and major transportation infrastructure ring this site and extend into the urban and rural environment. The urban intention is to create a condition that re-instils a public relationship between the nucleus and the urban context, while the programmatic intentions are to facilitate and reference the characteristics and conditions that define and make up the place, so as to interconnect and animate the town and the everyday with the extraordinary that presides. The architectural intentions are to enable an interchanging animation between architecture, the natural environment and the context, while creating a sensorial intersection with the inherent poetics of the water from the fountain and those from the natural landscape.
Mini Dissertation (MArch(Prof))--University of Pretoria, 2015.
tm2016
Architecture
MArch(Prof)
Unrestricted
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Jerlardtz, Emilia. "Anatomy and Animation: Anatomically Based Animation Skeletons for Quadrupeds". Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13442.

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Constructing animation skeletons for quadrupeds is a complicated process, and knowing how to construct an animation skeleton for one type of quadruped does not guarantee the ability to effortlessly do so for another. This project explores how anatomy may easy the task of quadruped animation skeleton setup. Quadruped anatomy has been extensively studied and a method for animation skeleton setup based on anatomical information was explored using Autodesk Maya 2012. This method was based on the assumption that anatomical information could be incorporated into animation skeleton creation, thereby enabling the construction of an animation skeleton structure applicable to quadrupeds of different locomotion. It was discovered that this was hardly the case and the conclusion of this project has been that a better approach to animation skeletons is to construct them depending on the requirements of the project they are intended for rather than seeking to standardise how they should be set up.
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Stainback, Pamela Barth. "Computer animation : the animation capabilities of the Genigraphics 100C /". Online version of thesis, 1990. http://hdl.handle.net/1850/11460.

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de, Almeida Johansson Cezar. "Animation och gestalter : En studie om hur förenklade animationer påverkar gestaltbildning". Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5294.

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Vilken roll spelar animation för gestaltbildning? Arbetet fokuserar på att ta reda på hur förenklingar av animationer påverkar gestaltbildning. Utifrån gestaltpsykologins idé med gestalter utvärderas tre animationer genom strukturerade intervjuer. De tre animationerna föreställde en självsäker gångstil som var uppdelad i tre steg,  enkel, mellan  och  komplex.  Studien  visade  tendenser  på  att  förenkling  av  animationer påverkar gestaltbildning. Resultatet kan agera som stöd för vidare studier i och med animationers  inverkan  i  gestaltbildning.  Kortsiktigt  kan  samma  test  göras  med  små förändringar    i    den    strukturerade    intervjuupplägg    eller    med    andra    sorters animationer.  I  det  långsiktiga  perspektivet  kan man behöva  se om  animationer har samma   roll   för   gestaltbildningen   i   ett   spel   som   de   har   i   exempelvis   en filmproduktion.
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Książki na temat "Animation"

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Bühler, Peter, Patrick Schlaich i Dominik Sinner. Animation. Berlin, Heidelberg: Springer Berlin Heidelberg, 2017. http://dx.doi.org/10.1007/978-3-662-53922-4.

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Trueit, Trudi Strain. Animation. Ann Arbor: Cherry Lake Pub., 2009.

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Gipstein, M. Ted. Forensic animation [i.e. animation] evidence. [St. Paul, MN]: West Group, 1999.

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Joanna, Quinn, i Mills Les, red. Basics animation: Drawing for animation. Lausanne: AVA Academia, 2009.

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Michael, Alex. Animating with Flash 8: Creative animation techniques. Amsterdam: Elsevier, 2006.

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Michael, Alex. Animating with Flash 8: Creative animation techniques. Amsterdam: Focal Press, 2006.

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Koman, Richard. GIF animation studio: Animating your web site. Sebastopol,CA: Songline studios, 1996.

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Brian, Sibley, i Aardman Animations (Firm), red. Cracking animation. London: Thames and Hudson, 1998.

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Peter, Lord. Cracking animation. Wyd. 3. New York: Thames & Hudson, 2010.

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Peter, Lord. Cracking animation. London: Thames and Hudson, 1998.

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Części książek na temat "Animation"

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Gowanlock, Jordan. "Simulation and R&D: Knowing and Making". W Palgrave Animation, 17–49. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_2.

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AbstractThis chapter of Animating Unpredictable Effects charts the development of the software tools used to create uncanny simulation-based digital animations, drawing a genealogy that starts with nineteenth century mathematics, which were transformed into management and prediction tools by private and military R&D between the 1940s and 1980s. Through this, the chapter identifies a connection between these animation tools and simulation tools used in fields as diverse as meteorology, nuclear physics, and aeronautics that create unpredictability through stochastic or dynamic simulation. Using this information, the chapter offers a theoretical framework for understanding how fictional simulations in animation and visual effects make meaning through “knowing how” as opposed to cinema’s tradition approach of “knowing that,” leveraging concepts from the history of science.
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Gowanlock, Jordan. "Animating Management". W Palgrave Animation, 119–43. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_5.

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AbstractThis chapter studies how the management theory of digital animation studios like Pixar Animation has been influenced by the paradigms that premise their unpredictable algorithmic animations. This epistemic frame leads Pixar to represent creativity as the unpredictable product of carefully controlled conditions and parameters. This collapse of technology, animation, and management science helps to sculpt Pixar’s own corporate image as both an animation studio and a technology company. These findings nuance existing accounts of post-Fordist labor in creative industries.
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Gowanlock, Jordan. "Introduction: “Fully Nonlinear”". W Palgrave Animation, 1–15. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_1.

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AbstractThe introduction to Animating Unpredictable Effects establishes a specific category of digital animation that is based on making unpredictable simulations. The book situates this form of animation in the context of key discussions about the relationship between animation and automation, and about the agency digital animators have when working with increasingly opaque software tools. The introduction further situates this type of animation in the history of cinema, which has long been preoccupied with natural motion and topics of contingency.
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Palmer, Ian. "Animation". W Essential Series, 73–91. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0271-7_6.

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Müller, Heinrich, Wolfgang Leister i Achim Stößer. "Animation". W Fotorealistische Computeranimation, 1–53. Berlin, Heidelberg: Springer Berlin Heidelberg, 1991. http://dx.doi.org/10.1007/978-3-642-76135-5_1.

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Redfern, Darren, i Colin Campbell. "Animation". W The Matlab® 5 Handbook, 233–45. New York, NY: Springer New York, 1998. http://dx.doi.org/10.1007/978-1-4612-2170-8_13.

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Franklin, Jack. "Animation". W Beginning jQuery, 83–102. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-4933-7_7.

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Evans, Joyce J., i Charles E. Brown. "Animation". W Fireworks MX: Zero to Hero, 146–61. Berkeley, CA: Apress, 2002. http://dx.doi.org/10.1007/978-1-4302-5209-2_7.

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Gass, Saul I., i Carl M. Harris. "Animation". W Encyclopedia of Operations Research and Management Science, 35. New York, NY: Springer US, 2001. http://dx.doi.org/10.1007/1-4020-0611-x_33.

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Govil-Pai, Shalini, i Rajesh Pai. "Animation". W Learning Computer Graphics, 51–79. New York, NY: Springer New York, 1998. http://dx.doi.org/10.1007/978-1-4613-8503-5_3.

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Streszczenia konferencji na temat "Animation"

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Tsukiyama, Takuto, Sho Ooi i Mutsuo Sano. "SAMURAI:A Transformation System for Animation Characters based on GLCIC to Alleviate the Workload of Animation Directors". W 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140417.

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People from various professions are involved in the production of anime, including directors, animation directors, character designers, and voice actors/actresses. Specifically, the role of an animation director is of importance in the realm of animation. The animation director serves as the unifying force in shaping the animation's style by meticulously reviewing and redrawing the key animations provided by the key animators. The aim of this study is to develop a redrawing system using GLCIC to reduce the workload on animation directors when redrawing original key animation. Specifically, this study devised a system that employs GLCIC to analyze and learn the distinctive drawing styles of individual animation directors from images of their work and subsequently apply those styles to the conversion process. In the experiment, we asked people whose hobby is drawing to experience the developed system, and conducted a qualitative evaluation using a questionnaire and a quantitative evaluation using KLM analysis. As a result, we found that there were issues with ease of modification and UI. Additionally, the KLM analysis revealed that improving the system could reduce work time by a quarter. In the future, we think to improve the system with the aim of increasing work efficiency.
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Tsukiyama, Takuto, Sho Ooi i Mutsuo Sano. "A Perceptive Mobile Program to Analyze Finger Posture on the Piano using Machine Learning and Object Detection". W 5th International Conference on Artificial Intelligence and Big Data. Academy & Industry Research Collaboration Center, 2024. http://dx.doi.org/10.5121/csit.2024.140413.

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People from various professions are involved in the production of anime, including directors, animation directors, character designers, and voice actors/actresses. Specifically, the role of an animation director is of importance in the realm of animation. The animation director serves as the unifying force in shaping the animation's style by meticulously reviewing and redrawing the key animations provided by the key animators. The aim of this study is to develop a redrawing system using GLCIC to reduce the workload on animation directors when redrawing original key animation. Specifically, this study devised a system that employs GLCIC to analyze and learn the distinctive drawing styles of individual animation directors from images of their work and subsequently apply those styles to the conversion process. In the experiment, we asked people whose hobby is drawing to experience the developed system, and conducted a qualitative evaluation using a questionnaire and a quantitative evaluation using KLM analysis. As a result, we found that there were issues with ease of modification and UI. Additionally, the KLM analysis revealed that improving the system could reduce work time by a quarter. In the future, we think to improve the system with the aim of increasing work efficiency.
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Zhuang, Wenlin, Jinwei Qi, Peng Zhang, Bang Zhang i Ping Tan. "Text/Speech-Driven Full-Body Animation". W Thirty-First International Joint Conference on Artificial Intelligence {IJCAI-22}. California: International Joint Conferences on Artificial Intelligence Organization, 2022. http://dx.doi.org/10.24963/ijcai.2022/863.

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Due to the increasing demand in films and games, synthesizing 3D avatar animation has attracted much attention recently. In this work, we present a production-ready text/speech-driven full-body animation synthesis system. Given the text and corresponding speech, our system synthesizes face and body animations simultaneously, which are then skinned and rendered to obtain a video stream output. We adopt a learning-based approach for synthesizing facial animation and a graph-based approach to animate the body, which generates high-quality avatar animation efficiently and robustly. Our results demonstrate the generated avatar animations are realistic, diverse and highly text/speech-correlated.
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Xian, Daniel Haocheng, i Jonathan Sahagun. "An Automated Generation from Video to 3D Character Animation using Artificial Intelligence and Pose Estimate". W 9th International Conference on Artificial Intelligence. Academy and Industry Research Collaboration Center (AIRCC), 2023. http://dx.doi.org/10.5121/csit.2023.130703.

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This paper presents a novel approach to automatically generate 3D character animation from video using artificial intelligence and pose estimation [3]. The proposed system first extracts the pose information fromthe input videousing a pose estimation model [2]. Then, an artificial neural network is trained to generate the corresponding3Dcharacter animation based on the extracted pose information [1]. The generated animation is then refined usingaset of animation filters to enhance the quality of the final output. Our experimental results demonstrate theef ectiveness of the proposed approach in generating realistic and natural-looking 3D character animations fromvideo input [4]. This automated process has the potential to greatly reduce the time and ef ort required for creating3D character animations, making it a valuable tool for the entertainment and gaming industries.
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Yüksel, Sedat, i Mestan Boyaci. "EXAMINING EFFECT OF ANIMATION APPLICATIONS ON STUDENT ACHIEVEMENT IN SCIENCE AND TECHNOLOGY COURSE". W 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.51.

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The aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key wordThe aim of this study was to determine whether or not animation applications affect student achievement in science and technology course. For this purpose, effect of constructive approach supported by animations in the instruction of the unit “Living Organisms and Energy” to the 8th grade students on their academic achievement was investigated. This unit was taught to the experimental group using a constructivist approach supported by animations and to the control group using a constructivist approach without animations. For data collection, an achievement was developed and administered to experimental and control groups as pre-tests and post-tests. Collected data was analyzed using t-test and MANOVA. As a result of the research, it was revealed that supporting the constructivist approach with animations was more effective in increasing academic achievement. Key words: animation, constructivist science education, teaching supported by computer. s: animation, constructivist science education, teaching supported by computer.
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Vladić, Gojko, Selena Mijatović, Gordana Bošnjaković, Ivana Jurič i Vladimir Dimovski. "Analysis of the loading animation performance and viewer perception". W 10th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design,, 2020. http://dx.doi.org/10.24867/grid-2020-p76.

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Digital content presented to the viewer usually has to be processed by the device on which is displayed, in case of internet content processing is done by hosting server and user device with additional download time. Time elapsed for these tasks differs depending on the quantity of the data and complexity of the processing needed. Waiting time for content to be displayed can have significant influence on the user experience. Loading animations are often used to divert viewers’ attention or to provide viewer with the information about the process progress, estimated time, etc. Performance of these animation can differ depending on their type, elements or even a story. This paper presents analysis of the performance and viewer perception of different loading animations. Survey and eye tracking were used to gain insight in to the viewer’s perception of the loading animation. Results show noticeable differences caused by loading animation type.
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Bertea, Armand. "USE OF NEW FEATURES AND ADD-ONS IN POWERPOINT TO CREATE ANIMATIONS THAT STIMULATE LEARNING". W eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-068.

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E-learning has developed over the years into an crucial element of the modern teaching process, and the teaching methods have changed accordingly. In this context, animations and simulations play a significant role. As many students are mainly visuals learners, it is largely accepted that animations and simulations can help the student learning process, because they clarify more complicated concepts through visual means, complementing and simplifying the old-fashioned textual based presentation. In order to make the teaching content more attractive and interesting, E-learning authoring tools are used to integrate a large range of media in the course content. One of the most known and used unspecialized authoring tool is MS PowerPoint, a presentation software that has evolved significantly since his first edition in 1990. Through the years it has become the main technology platform in teaching, even though other options are presently available. The important role MS PowerPoint plays in developing course authoring is increased by the fact that many noteworthy professional course authoring tools use its structure. The latest editions of the MS PowerPoint allows the user to add audio and video clips in the presentation, and have enhanced animation capabilities, and these abilities can be enriched even more with the help of add-ons such as motion path add-on. The paper examines the new abilities of MS PowerPoint 2010, as it is and associated with some add-ons, to create animations that are used to increase the instruction level of the students. Besides the new improvements (the new Microsoft Office Backstage view, background removing capabilities, the ability to embed videos instead of linking them, new transition and animation options and the Animation Painter), some useful animating tools that do not appear in the latest version, such as flash once animation, are identified. Animations were developed for the Environmental protection course, a course usually regarded as challenging by textile chemistry students, and they were meant to transmit knowledge on processes that occur in wastewater treatment. To assess the students learning, graded quizzes (multiple choice) regarding the recently acquired knowledge have been created using iSping QuizMaker and inserted at the end of each presentation. Eventually, the students have been questioned in order to determine their opinions concerning computerized simulations and animations, and some advantages and drawbacks of this teaching method in higher education have been found. Changes in the students performance as a result of introducing animations and simulations into the Environmental protection course have been analyzed.
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Li, Ming, Chi Wai Lai i Wai Man Szeto. "Whiteboard Animations for Flipped Classrooms in a Common Core Science General Education Course". W Fifth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9250.

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Whiteboard animation, an engaging tool for teaching and learning, consists of a series of hand-drawing illustrations with voice-over narration to explain complex and abstract ideas. Our team had produced four short whiteboard animations tailor-made for a common core science general education (GE) course. This study aims at evaluating the effectiveness of using these whiteboard animations for flipped classrooms in the common core science GE course. The pre-tutorial survey showed that students who watched the animations got significantly higher average marks in the quizzes at the beginning of the tutorials (p<0.001). The post-tutorial feedback survey indicated that the whiteboard animations attracted 67% of students to watch the animations. For students who watched the animations, over 86% of them reported that the animations raised their interest in the issues discussed in the tutorial classes, and learning materials in the form of whiteboard animation were more interesting than lecture videos; more than 90% of the students agreed the whiteboard animations were helpful in (i) understanding the assigned readings, (ii) clarifying the concepts of the discussed issues, and (iii) gaining the related knowledge before the tutorial. We concluded that whiteboard animation is an effective and engaging tool for flipped classrooms in the common core science GE course.
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Bharat, Krishna, i Piyawadee Noi Sukaviriya. "Animating user interfaces using animation servers". W the 6th annual ACM symposium. New York, New York, USA: ACM Press, 1993. http://dx.doi.org/10.1145/168642.168649.

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Vegh, Ladislav, i Jozsef Udvaros. "POSSIBILITIES OF CREATING INTERACTIVE 2D ANIMATIONS FOR EDUCATION USING HTML5 CANVAS JAVASCRIPT LIBRARIES". W eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-119.

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Using animations and visualizations can help students to better understand different concepts in a shorter time than using textual or graphical representations of the same concepts. However, prior researches showed that not every animation and visualization is educationally effective. In the first part of this paper, we summarize, what features an animation should have to be successfully used in education. We briefly mention Mayer's principles of multimedia learning and the importance of interactivity in educational animations. In the next part of the paper, we describe how an interactive web-bases 2D animation can be created. In the past, there were various technologies to create web animations, like Microsoft Silverlight or Adobe Flash. However, after the introduction of HTML5, Silverlight and Flash were gradually replaced by JavaScript, which is nowadays the most used technology for creating web-based interactive content. Even though, that creating interactive animations using the HTML5 and JavaScript languages needs good programming knowledge, there are several external libraries available on the internet to help the developers' work. In the main part of this article, we compare two of these libraries, the Konva and Fabric JS. These two libraries are nowadays probably the most popular libraries for creating 2D interactive web-based animations. To compare these libraries in practice, we created the same educational web-based animation, a simple river crossing puzzle, with both of these libraries. According to our research, both of these libraries can be successfully used for creating educational web-based 2D animations. In the last part of this paper, we summarize the pros and cons of the reviewed JavaScript libraries and we draw our conclusions.
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Raporty organizacyjne na temat "Animation"

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Sunkara, Chaitanya. Animation Generation Language. Ames (Iowa): Iowa State University, maj 2023. http://dx.doi.org/10.31274/cc-20240624-221.

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Kearney, J. K., i S. Hansen. Stream Editing for Animation. Fort Belvoir, VA: Defense Technical Information Center, sierpień 1990. http://dx.doi.org/10.21236/ada231316.

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Foster, Nick, i Ronald Fedkiw. Practical Animation of Liquids. Fort Belvoir, VA: Defense Technical Information Center, sierpień 2001. http://dx.doi.org/10.21236/ada479067.

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calpakkam, vamsi krishna. General Purpose Animation Language. Ames (Iowa): Iowa State University, styczeń 2019. http://dx.doi.org/10.31274/cc-20240624-781.

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Butler, Lee A., i Christine Murdza. Animation Techniques in BRL-CAD. Fort Belvoir, VA: Defense Technical Information Center, grudzień 1993. http://dx.doi.org/10.21236/ada275232.

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Turner, Howard, Francelina A. Neto i Edward Hohmann. Visualization and Animation in Civil Engineering. Fort Belvoir, VA: Defense Technical Information Center, grudzień 2002. http://dx.doi.org/10.21236/ada409376.

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Turner, Howard, Francelina A. Neto i Edward C. Hohmann. Visualization and Animation in Civil Engineering. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2002. http://dx.doi.org/10.21236/ada410160.

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Steedman, Mark, Norman Badler i Bonnie L. Webber. Narrated Animation: A Case for Generation. Fort Belvoir, VA: Defense Technical Information Center, styczeń 1990. http://dx.doi.org/10.21236/ada458624.

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Andryushina, T. V., i O. B. Bolbat. Standard schemes of animation in the presentation. OFERNIO, listopad 2017. http://dx.doi.org/10.12731/ofernio.2017.23299.

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Apgar, Scott W. Interactive Animation of Fault Tolerant Parallel Algorithms. Fort Belvoir, VA: Defense Technical Information Center, luty 1992. http://dx.doi.org/10.21236/ada253349.

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